Hello, everyone; this is my first post on the Rise to Ruins forums. I'm loving the game so far, Ray, and I'm amazed at how many little features and fixes go into RtR on a regular basis.

I've been noting little problems and possible ideas for RtR as I've played; I hope I'm helping to iron out the game by doing so. I apologize if anything I mention is in the "Known Bugs" thread, but I can't access that thread for some reason.

The Goddo Golem appears to leave behind a regular Holy Golem corpse when it dies. A minor, possibly completely ignorable inconsistency for a great "Easter egg".

Tip popups appear behind menu popups (ex: the building and population lists), but they have to be clicked on to exit them. This means that some tips can be missed if they appear while the lists are open.

Resource amounts in a building may overlap with its building priority number, making both hard to read.

Lightning strikes make slight popping noises in my headphones, or at least they did in Indev 29 Unstable 2. A little annoying once you really start to pay attention to it, but not really problematic.

Builders almost never repair unless there are no buildings being constructed/upgraded.

Radiance Pools and Ancient Cullis gates cannot be repaired before or after being claimed, but they both count as damaged buildings in the Problems Panel and permanently display health bars when damaged.

The Goddo Golem appears to leave behind a regular Holy Golem corpse when it dies. A minor, possibly completely ignorable inconsistency for a great "Easter egg".

That shouldn't be possible, because once a animation is loaded it can't change sprites later. The game should crash if that happened. Are you sure it wasn't another holy golem?

Tip popups appear behind menu popups (ex: the building and population lists), but they have to be clicked on to exit them. This means that some tips can be missed if they appear while the lists are open.

This ones on the fix list, hopefully will be resolved before InDev 29 is released.

Resource amounts in a building may overlap with its building priority number, making both hard to read.

This ones a known issue, I'll need to come up with a better way to display the data. I haven't quite decided on the best way to go about it yet though.

Lightning strikes make slight popping noises in my headphones, or at least they did in Indev 29 Unstable 2. A little annoying once you really start to pay attention to it, but not really problematic.

Hmm, I have high end headsets and a 5.1 surround sound system and I've never heard the popping. But it could be an issue with OpenAL not decoding the audio properly. I'm honestly not sure what I could do to fix it (I have little to nearly no control over OpenAL itself). Have you tried a driver update on your onboard sound?

Good news though is I'll be replacing the lightning sound down the road anyway, so I may fix it indirectly.

Builders almost never repair unless there are no buildings being constructed/upgraded.

They will only repair buildings over building new ones if their health drops below 25%. But I'll be adding a "handyman" type job, for dedicated repair guys down the road.

Radiance Pools and Ancient Cullis gates cannot be repaired before or after being claimed, but they both count as damaged buildings in the Problems Panel and permanently display health bars when damaged.

This actually isn't a bug, ancient buildings are never considered part of your village, so the villagers ignore them entirely.

Thanks for the prompt reply, Ray! It's great how involved you are on the forums.

The goddo golem corpse may have had a holy golem corpse plopped in front of it; I'll keep an eye out for this.

My audio drivers (including the one for my Logitech G430 headset) are all updated. It might be something to do with the headset, specifically; I haven't noticed the popping when I'm using cheap headphones.

It's good to hear about that future "handyman" job; the current repair threshold (while construction is going on) just seems low to me. As for the ancient cullis gates and radiance pools, is it possible for you to add some sort of slow regen for them, or simply add them to villages like normal repaired buildings? Like I said, the Problem Panel still lists them as damaged village buildings, and they're the only structures on the map that ends up with permanent health bars floating above them, at least until they... eventually... get destroyed by random events (I don't destroy them). I understand your logic in not making them strictly village buildings, though.

On another note, I actually had crashes for the first time earlier today. Two in a row, only 40 minutes apart. I don't see how to attach files, so I've pasted them below.